Tales from the Wood
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Tales from The Wood Role playing Game Simon Washbourne CREDITS Initial concept © 2005 by Simon Washbourne & Mark George All rights reserved. Game design, development, editing, & layout Simon Washbourne Artwork Cover: Gill Pearce Interior: Simon Washbourne, Gill Pearce, Helen Roberts & Val Bertin Thanks to all the play testers Annette Washbourne, Nigel Uzzell, Janine Uzzell, Alyson George, Robert Watkins, Rob- ert Irwin, Gary Collett, Leigh Wakefield, Phil Chivers, Phil Ratcliffe and members of Innsworth Wargames and Role Playing United Kingdom (IWARPUK) Recommended Fiction William Horwood; Duncton Wood, Duncton Quest, Duncton Found, Duncton Tales, Duncton Rising, Duncton Stone (moles) Gerry Kilworth; Frost Dancers (hares), Hunters Moon (foxes) A.R. Lloyd; Marshworld, Witchwood, Dragon Pond (weasels) Denys Watkins Pitchford (B.B); Little Grey Men, Down the Bright Stream (gnomes) Chris Freddi; Pork & other tales (several different types of animal) Michael Tod; The Silver Tide, The Second Wave, The Golden Flight (squirrels) Richard Adams; Watership Down (rabbits) Aeron Clement; The Cold Moons (badgers) Brian Carter; Night World (badgers) Colin Dann; The Animals of Farthing Wood, In the Grip of Winter, Fox's Feud, Fox Cub Bold, The Siege of White Deer Park, In the Path of Storm, Battle for the Park, Farthing Wood - The Adventure Begins (several different types of animal) Recommended Non-Fiction Any good natural history books would be highly useful, but these are some of those con- sulted when designing Tales from The Wood. Ron Freethy; Man & Beast, British mammals Tony Soper; Discovering Animals, British mammals Roy Brown; Wildlife of Britain, British animals Rob Hume; Observers Birds, British birds More great games from Beyond Belief Games It’s a Dog’s Life (2nd Edition) - The greatest prairie dog RPG ever! The Medieval Mysteries RPG - solving crimes in the middle ages Go Fer Yer Gun! - „Old school‟ Wild West role-playing Lashings of Ginger Beer - Nosey kids in Idyllic England ii Contents I INTRODUCTION 1 Map of The Wood 6 II CREATING A PLAYER CREATURE 7 III WHAT ARE THE CREATURES LIKE? 17 V USING ABILITIES, LORES & SKILLS 25 V TOOTH & CLAW 29 VI THE WAY AND THE BANE 34 VII THE GAMEKEEPER 38 VIII GAMEKEEPER CREATURES 47 IX THREE TALES (FROM THE WOOD) 62 Oakfellow & the Gypsies 62 Along the Riverbank 67 Wolf‟s Bane 76 1 INTRODUCTION The Wood – a place where animals live, love, fight …...and die. What is a role-playing game? I would imagine that if you bought this product, you already know what a roleplaying game is and what role-playing is all about. If you haven‟t roleplayed before, then I am honoured that you chose Tales from The Wood (TfTW) to be your first. Roleplaying means different things to different people. At its heart it is a combination of storytelling, improvisational theatre, a game of make-believe or even a tactical wargame. Some role-playing games emphasize one aspect more than another and in some one or more aspects are virtually absent. TfTW is mainly a game of storytelling and make- believe. One thing that is essentially true is that all players except one take the role of a character in the game and, within the framework of the game, play the role of their characters by narrating and describing what they are doing in response to what is going on within the story. One player has a different role and is called The Gamekeeper (GK). We‟ll come back to that later. 1 TALES FROM THE WOOD What is Tales from The Wood? TfTW is what you and your players want it to be. It is a framework of rules for building your own fantasy story of adventure, fun, tragedy and excitement. Whether you choose to tell a tale of epic quests, great journeys and grand adventure or whether you prefer to weave a story based on relationships and the love of home and family, these rules will help you to do that. However, there is the backdrop of The Wood that will permeate all of your tales and all of the stories you tell will ultimately be affected by The Wood and its many inhabitants. What do you need to play? You need some players and a place to play. The former is easy, just grab a few friends and tell them about this great game you just found. The next may not be as easy, but as long as you have a room and places to sit and be comfortable, you are away. Next you need dice (TfTW uses ten-sided and six-sided dice called d10 and d6 respective- ly), preferably one of each type for each player, and a photocopy of the character sheet for each player. Finally, you need pencils and probably erasers too. Oh, don‟t forget a few drinks and snacks. The player’s role TfTW is an unusual role-playing game. It takes its inspiration from animal stories, like Watership Down and Duncton Wood, so the characters in this game are all animals. You are therefore playing the roles of creatures that can typically be found in and around the British woodland; animals such as Mouse, Rabbit, Vole, Squirrel and Hedgehog. You need to come up with some interesting characters drawn from the thirteen species of animal available to you, called the Creatures of The Way. Through your characters, you must live your lives in The Wood, react to things that happen to you and your friends and, for the length of the game session, play the role of the characters you are portraying. Remember that you are helping to create a Tale. This is a co-operative thing. There are no winners and losers. The better you respect each other‟s characters and their part in the overall Tale, the better the game experience will be. Even the Gamekeeper is your friend in this, although her role is different to yours. It may seem like she is trying to „get‟ you, but that‟s not the case. She is trying to create scenes that will engage you and keep your interest and sometimes these will threaten you or scare you. Occasionally there will be a tragedy too, but this is normally only with the player‟s blessing and where it helps to weave an interesting and exciting Tale. It may seem difficult to know how to play the role of a mouse or a frog or whatever. However, we have found in play testing that generally players will pick a creature that 2 INTRODUCTION they already have some knowledge of and that often helps to define the way that they play their characters. There is some help for you later on in these rules but it is certainly recommended that you are familiar with at least one of the novels listed at the end of this publication. The creatures do have their own individual abilities - Mouse for example is extremely acrobatic, Hedgehog is tough and good in a fight, Mole can dig tunnels etc. and this helps you to get a „handle‟ on your character. That doesn‟t mean that all rabbits have to cower away and all hedgehogs have to be awkward and stupid. You can put whatever personality on your character that you like and an aggressive rabbit or wise old hedgehog would be great fun to play. The Gamekeeper’s role The game is coordinated by one of the players who has a different role to play in the game. She is usually referred to in games of this type as the Gamesmaster or referee. In keeping with the setting the referee in TfTW is called the Gamekeeper (GK). The GK has to spend time prior to an evenings‟ gaming preparing the adventure or scenario, called The Tale, deciding beforehand what the PC‟s are trying to achieve and deciding what obsta- cles and help they will have along the way, be they natural, Man-made, of The Bane, or other creatures. The GK will also play the role of any creatures the PC‟s meet whether they are friendly, neutral or otherwise. Whilst the GK may have set very clear goals for the players, the way they reach those goals may differ radically from those the GK had in mind. The GK therefore needs to be flexible and ready to ad-lib, or change direction partway through the Tale if the players start to do things that she hadn‟t accounted for or written down (rest assured, they will). The players can always be steered back on course further along the line later on in the game if needs be. It is all part of the GK‟s responsibilities to be flexible enough to see what the PC‟s want to do and adapt her version of the Tale according to the player‟s wish- es. At the end of the day, whilst the Tale is important, it is not as important as the characters who are telling it. The role of the dice Most of the actions performed by player-creatures (PC‟s) in TfTW are normal everyday activities where the players simply tells the GK what their characters intend to do and the GK simply relates to the players what happens as a result. However, because life in The Wood is not always that simple there will be times when the GK will call for a dice to be rolled to determine whether an intended action was successful or not. This is often the case when external conditions could affect the outcome of what seemed to be a simple task, or when another creature is trying to stop the PC from succeeding.